0bef0a2339
Moved the naturalist based mob into naturalist's folder.
2020-04-26 12:55:55 +02:00
57849c4cf7
Moved cursors out from data.
2020-04-26 12:34:12 +02:00
93be3fb81b
Remove a folder from the base resourcedb.
2020-04-26 12:33:25 +02:00
53b6b34dd0
Also move the spell effects of naturalist into it's folder.
2020-04-26 12:30:42 +02:00
d89c5b0188
Moved Naturalist into into it's own module. Also updated ESS to get a few typo fixes that are needed.
2020-04-26 12:28:40 +02:00
77ccce7d74
Moved the camera out of data.
2020-04-26 11:26:42 +02:00
b0874ebbb6
Renamed voxel_libraries to voxel_library and moved in into the test planet's folder. (Note that the library is at the moment used by World scene, this will be changed later.)
2020-04-26 11:12:20 +02:00
42ab2960cc
Moved voxel textures and surfaces into the voxel libraries folder.
2020-04-26 11:09:31 +02:00
fee3ba9137
Grouped the files of my current test planet together, and made the planet loading code use the new folder structure.
2020-04-26 10:59:22 +02:00
238f0f2946
Moved a few more things, and deleted an unneeded folder.
2020-04-26 10:17:55 +02:00
162f9c3bd2
Moved around a few folders.
2020-04-26 10:10:07 +02:00
04da48826e
Update HEADS to get the customizable stats for ESS.
2020-04-25 21:41:42 +02:00
dee366cbf7
Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes.
2020-04-24 13:48:54 +02:00
2382f9d3c1
Now the camera gets instantiated when needed automatically by the body script.
2020-04-24 09:45:16 +02:00
b30a02f7b8
Moved movement handling code from Player.gd to a new gdscript that is on the player's body. Also update everything to the latest to grab the changes to ESS.
2020-04-24 00:49:51 +02:00
6a5cd7a9a2
Update HEADS to grab the profile defaults fix from ESS.
2020-04-18 21:27:22 +02:00
1de820dfcc
Now the game pretty much supports modding. MainScene will now look through the project opening all files named game_module.tres and in alphabetic order of their resource_path if exist it calls load_module on them. ESS's resourcedb is now created by MainScene, and it's the static type, with id remapping on. Append your resourcedbs into it. See game_module.gd. Also updated HEADS to grab the latest ESS.
2020-04-18 20:58:43 +02:00
b15c97b099
Update HEADS. Removed the air block, as it's no longer needed.
2020-04-17 00:39:46 +02:00
d7d67d97eb
Update ESS.
2020-04-15 00:25:25 +02:00
2202b75ddb
Update HEADS, mainly to grab the latest ESS changes.
2020-04-14 17:04:59 +02:00
16ac08ea66
Update all modules.
2020-04-09 16:12:02 +02:00
371cb1abbc
Update Voxelman to grab the mesher optimizations.
2020-04-07 14:41:35 +02:00
26e20ee516
Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
2020-04-07 02:13:10 +02:00
fbcb328cb1
UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
2020-04-06 20:26:05 +02:00
768af776e4
Update every module, to get the prop refactors.
2020-04-04 17:29:23 +02:00
8b53d559b6
Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
2020-04-02 21:40:08 +02:00
c18409a2f2
Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
2020-03-30 23:18:28 +02:00
db5eacfe36
Turn on threaded builds again, the crashes are caused by deleting chunks while they are generating (e.g. clicking the load button too early for example).
2020-03-30 01:40:04 +02:00
205abe67a7
Fully implemented lod. Lod level 1 just drops the uv2 channel, lod level 2 merges together the meshes, lod level 3 drops the uv channel by sampling the textures into vertex color. Updated HEADS to grab a voxelman change. Also temporarily disabled threaded chunk builds because I introduced (or made manifest) a crash.
2020-03-30 01:22:25 +02:00
066c43b48a
Started implementing lod for the world. The current idea is for Lod level 1 to not use uv2. For lod level 2+ the meshes will be combined and the texture mapping will be converted to only vertex colors, and these will be simplified. Also update the modules to get all the new features needed.
2020-03-29 21:30:40 +02:00
e02dbe69a7
Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
2020-03-20 03:32:44 +01:00
c00ae9b9bb
Implemented mana. Also updated HEADS, as ESS had lots of changes for EntityResources so this can work.
2020-03-11 16:38:01 +01:00
c9ffc5a821
Added 2 spells to Naturalist, implemented range, and started implementing mana.
2020-03-10 15:33:48 +01:00
cb6faf1120
Updated everything to get the improvements from ESS (spell scailng became a project wide setting.) Spell scaling is now off. Added back in ranks, as in the long run ranks will work better.
2020-03-10 13:30:40 +01:00
89eb0940fd
Update ESS to get the LootDataBase changes.
2020-02-26 21:07:28 +01:00
73f2cfb31f
Update to the latest ESS, to get the description/translation api changes.
2020-02-26 17:26:07 +01:00
766610586f
Item spell support.
2020-02-25 14:01:54 +01:00
5185e97d65
Update to the latest ESS, to get the update to class and character level separation.
2020-02-20 12:21:31 +01:00
fa013e2360
Experiments with the icon creation tool.
2020-02-19 16:45:26 +01:00
a1fd74a34a
Update to the latest ESS. (Separated level into class and character levels.)
2020-02-19 12:19:28 +01:00
e826266b7a
-CharacterSkeleton now uses _enter_tree() instead of _init() to set itself up, also it will duplicate the character material here, instead of durgin generation. This fixed a threading related crash.
...
-TVVoxelChunk will now just use the library's prop material instead of creating one.
Also update HEADS for a threading fix in Voxelman, and the deferred spawning requests.
2020-02-16 16:23:45 +01:00
f3f9de391a
Update HEADS to get the new prop related changes from Voxelman, and the WorldGenerator. Changed the voxel scale in the menu aswell.
2020-02-16 02:57:24 +01:00
1213360c58
Went back to using the voxel textures I created, but set them to be 256x256.
2020-02-15 15:42:40 +01:00
7de251a0cf
Update HEADS to grab Voxelman with the transvoxel mesher port. Also removed a few experimental meshers.
2020-02-13 14:00:19 +01:00
d30e33a122
Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a).
2020-02-13 03:31:42 +01:00
0610cf0704
Update everything, to grab the multithreading fixes from Voxelman.
2020-02-12 14:20:26 +01:00
87c8c286ce
Re-enabled prop mesh building. Also small cleanups to materials.
2020-02-11 01:27:39 +01:00
62536cf2e5
Work on the procedurally generated textures.
2020-02-09 18:48:28 +01:00
0f88eb8e80
Update to the latest ess. (Spawning rework).
2020-02-03 18:37:11 +01:00
ae09b0194e
ESS update.
2020-02-01 11:20:05 +01:00